| 343 | } |
| 344 | |
| 345 | bool HLSLShaderFactory::GetBoundResources(ID3DShaderReflection* reflector, HLSLReflection& shader) |
| 346 | { |
| 347 | // TODO: It appears that D3DCompile never produces a resource with a bind |
| 348 | // count larger than 1. For example, "Texture2D texture[2];" comes |
| 349 | // through with names "texture[0]" and "texture[1]", each having a bind |
| 350 | // count of 1 (with consecutive bind points). So it appears that passing |
| 351 | // a bind count in D3D interfaces that is larger than 1 is something a |
| 352 | // programmer can do only if he manually combines the texture resources |
| 353 | // into his own data structure. If the statement about D3DCompiler is |
| 354 | // true, we do not need the loops with upper bound resDesc.BindCount. |
| 355 | |
| 356 | UINT const numResources = shader.GetDescription().numBoundResources; |
| 357 | for (UINT i = 0; i < numResources; ++i) |
| 358 | { |
| 359 | D3D_SHADER_INPUT_BIND_DESC resDesc; |
| 360 | DX11Log(reflector->GetResourceBindingDesc(i, &resDesc)); |
| 361 | |
| 362 | if (resDesc.Type == D3D_SIT_CBUFFER // cbuffer |
| 363 | || resDesc.Type == D3D_SIT_TBUFFER) // tbuffer |
| 364 | { |
| 365 | // These were processed in the previous loop. |
| 366 | } |
| 367 | else if ( |
| 368 | resDesc.Type == D3D_SIT_TEXTURE // Texture* |
| 369 | || resDesc.Type == D3D_SIT_UAV_RWTYPED) // RWTexture* |
| 370 | { |
| 371 | if (IsTextureArray(resDesc.Dimension)) |
| 372 | { |
| 373 | if (resDesc.BindCount == 1) |
| 374 | { |
| 375 | shader.Insert(HLSLTextureArray(resDesc)); |
| 376 | } |
| 377 | else |
| 378 | { |
| 379 | for (UINT j = 0; j < resDesc.BindCount; ++j) |
| 380 | { |
| 381 | shader.Insert(HLSLTextureArray(resDesc, j)); |
| 382 | } |
| 383 | } |
| 384 | } |
| 385 | else |
| 386 | { |
| 387 | if (resDesc.BindCount == 1) |
| 388 | { |
| 389 | shader.Insert(HLSLTexture(resDesc)); |
| 390 | } |
| 391 | else |
| 392 | { |
| 393 | for (UINT j = 0; j < resDesc.BindCount; ++j) |
| 394 | { |
| 395 | shader.Insert(HLSLTexture(resDesc, j)); |
| 396 | } |
| 397 | } |
| 398 | } |
| 399 | } |
| 400 | else if (resDesc.Type == D3D_SIT_SAMPLER) // SamplerState |
| 401 | { |
| 402 | if (resDesc.BindCount == 1) |
nothing calls this directly
no test coverage detected